Regiment - Basic Game Rules Update - Napoleonic Warfare

I am a little further along in organizing my thoughts about my Regiment card game idea.

I've posted my basic game rules as I have them so far below.

Basic Game

Unit Cards

General Staff
Each battle has a preset number of General Staff officer positions to be filled in an OOB.  The overall commander is included in this total plus a number of staff officers.  These officers are combined into a General Staff that as a body exerts influence over the battle with their leadership, experience and tactics through the issuing of orders.
Armies
Armies are compromised of infantry, cavalry and artillery.  Units are brigade and regiment sized.  Each unit moves, fights or resupplies based on an order issued by the General Staff. 

Turn Basics

Issue Orders
Formation
Move
Combat
Combat Resolution
Second Movement Phase (advance)
Perform Discipline Checks for Disorderly units


1.Orders
Units are able to move and resupply if an order is issued to them by the General Staff. The number of orders issued depends on the capabilities of the General Staff.  Orders must also be given to artillery units to fire and for cavalry units to fire.  Infantry units within a card’s length of an opponent are considered to be within musket range and do not need to be given an order to fire.
A unit under orders has a green stone (penny, piece of candy, etc) placed next to their card.  Units not under orders are capable of defending themselves.
Because movement is alternating so is the issuing of orders.  A unit not under orders to fire but which is attacked by an opposing unit is able to return fire with one die roll only even if the unit is Elite.
Movement
Movement alternates between opponents.  The distance moved each turn depends on the formation.  Units may only move if they have been issued an order to do so, or they are forced to retreat due to combat.
All line and elite infantry units move the length of one card per turn.  Light infantry units move the length of 2 cards per turn whether they are in a battle line formation or in a skirmish formation.  Militia units move one card length every other turn.
Formations
Column formation:  Units in column formation place a “in column” counter over the card.  Unit speed is doubled and firepower is reduced.  Please refer to the Formation and Firepower chart to determine actual firepower of a unit.
Battle line:  The movement speed displayed on a unit card is for the battle line formation of a unit. A unit’s firepower factor is greatest in battle line formation.
Skirmish:  Only light infantry units and irregulars can operate in a skirmish formation.  Skirmish formations reduce a unit’s firepower while also reducing the damage inflicted by incoming fire.
Square: All infantry units and dismounted cavalry units can form square except for Militia.  A unit in the square formation negates the impact of a cavalry charge.  It also quarters it’s firepower in any one direction.

Combat

1. Units are considered in musket range if they are within one card’s length.

Elite units roll 3 D6 and 1s and 2s represent damaging volleys
Line units roll 2 D6 and 1s and 2s represent damaging volleys
Militia units roll 1 D6 and 1s and 2s represent damaging volleys

2.The formation of the unit firing is used to calculate the firepower of the unit.

Formation & Firepower
Troops#
In Column
Battle Line
Skirmish
Square
100
10
60
20
25
200
20
120
40
50
300
30
180
60
70
400
40
240
80
100
500
50
300
100
120
600
60
360
120
150
700
70
420
140
175
800
80
480
160
200
900
90
540
180
225
1000
100
600
200
250


3. Losses to units are then determined by the rate of fire for the unit (number of die rolled with hits) formation the unit was in and the strength of the attack

Units firing x ROF – Formation modifiers = Damage from Volley

The result of cavalry charges are calculated by taking the strength of the attacking unit vs the formation and size of the defending unit.

Disorderly units
Losses are applied to units and units in disorder retreat backwards one card length away from the opponent.  Units that cannot retreat due to the presence of an enemy unit ina  basic game are removed from play.


Advanced rule:  In advanced game play, these units are considered are immobilized.  Immobilized units will surrender when enemy units 3x their size are within one card length or until a reform order is issued by General staff with a line of communication.

Sample Combat

This shows how various types of units would fare under this system as they score damaging volleys.

The formation total has been calculated by using the table above.  The ROF is the number of damaging volleys rolled which in turn gives you a number of rounds fired.  HA Rate is the historical accuracy rate.  Rifle units would have slightly higher HA Rates. 

HA Results equals the number of casualties (KIA, WIA) for that turn.


Table 1
Formation
ROF
Bullets
HA Rate
HA Results
French Guard (800) Elite
480
3
1440
0.1
144
French Guard (2000) Elite
1200
3
3600
0.1
360
Russian Line Infatry (2000)
1200
1
1200
0.1
120
Austrian Line Infantry (3200)
1920
2
3840
0.1
384
French Line (1000)
600
2
1200
0.1
120
British Line (1000)
600
2
1200
0.1
120

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